It really is a catch 22, if it is good to be a vampire then everyone will want to be a vampire, but if they make it bad to try and niche it, then barely anyone (other than RPers) will want to be a vampire.
I personally would give it a go, but the health drain of blood frenzy is just too high as is the cost increase of non-vampire skills. 10% would be acceptable and still keep some from wanting to be vampires.
Admittedly the high heath drain tied with the lowering of vampire skill cost does actually make sense. Still don’t like that 20% increase though.
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
starkerealm wrote: »
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
If you've had the game change on you multiple times over the past year or so you just lose any energy to keep current and up to date. Sadly with the way vampire is now PVE people could find some uses out of it, but in PVP you're looking at a serious problem. Even stage 1 gives a 5% cost increase and anyone that has run New Moon Acolyte knows just how bad that cut into sustain can be. Its more manageable but still a problem in the long run, especially when fighting a tanky player.


It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
If you've had the game change on you multiple times over the past year or so you just lose any energy to keep current and up to date. Sadly with the way vampire is now PVE people could find some uses out of it, but in PVP you're looking at a serious problem. Even stage 1 gives a 5% cost increase and anyone that has run New Moon Acolyte knows just how bad that cut into sustain can be. Its more manageable but still a problem in the long run, especially when fighting a tanky player.
^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.
And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.
Chilly-McFreeze wrote: »It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
If you've had the game change on you multiple times over the past year or so you just lose any energy to keep current and up to date. Sadly with the way vampire is now PVE people could find some uses out of it, but in PVP you're looking at a serious problem. Even stage 1 gives a 5% cost increase and anyone that has run New Moon Acolyte knows just how bad that cut into sustain can be. Its more manageable but still a problem in the long run, especially when fighting a tanky player.
^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.
And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.
Meh. Sure, if you're going for a mag build it could be worth it but as it stands right now, non-ganking pvp stam seems to get even less out of it after the change. So why instantly bending my brain around something that is obviously not worth it on the chars I'd like to use it the most? You can't really blame people for not being happy about the (constant) changes.
They dont want vampire to be used for its passives like it was before. The point of the changes is to make vampire usable on its own.
^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.
And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.
I've been thinking about making my MagDK a vampire again once Greymoor came out but with these changes I might just skip the whole thing entirely.
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
starkerealm wrote: »
Mag DK might actually be the best choice for a vampire post-Graymoore. A strong self heal, lots of melee options, buffs to melee range (remember your vampire spam is melee), battle roar, strong shields.
This could be a very good idea.
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.
And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.
My main hasn't even been a vampire for over a year, and I've never played the meta and always made my own fun builds for both PVE and PVP. Crunching the numbers and getting better and better as time went on. I've been thinking about making my MagDK a vampire again once Greymoor came out but with these changes I might just skip the whole thing entirely.
I've worked with New Moon Acolyte several times and have tried several combinations to make it work for me. That cost increase on a magDK is significant and I've had to set it aside for other sets like draugrkin, elemental succession, and spell strategist. And this issue gets worse when I play no CP Cyrodiil or enter Battlegrounds with that NMA set. Its truly not something players should have to deal with at the values that they are at.
The reason people are not happy with vampire right now is it is not fun to play as on the PTS. You can get it to work, and get some high numbers on a target dummy, but its not viable in practice to suffer through a debuff like that. There is also the issue with Tanks and Healers being unable to even really take advantage of the skill line due to how its set up on the PTS. Like for example if a tank wanted to get the damage reduction passive they need to be at stage 3 vampirisim which gives them 15% increased costs to everything. A lot of good tanks I know run block cost reduction enchantments due to the fact its already a pain in the rear to manage resources as it is ((made even worse by a group that doesn't use orbs and other synergies)). They don't have a whole lot of flexibility to find ways around that cost increase like a damage dealer would be able to.
It is sad to see so many people not even try to theory craft with the proposed cost increase system. I'm sure at some point a youtube build will come out showing how to build around cost increases like these, but it hurts to see so many people not even try anymore.
I don’t have too much of an issue with vampire cost increases for non-vampire abilities, but it should be toned down.
Things like ultimates, blocking, dodge rolling are effected by the cost increase making vampire difficult to build around.
A better setup would be to exclude certain things like dodge rolling, and maybe stage 1 have no downside or halve the negative to non-vampire abilities.
Otherwise it’d be like a set that only increases one skill line’s damage, who uses those? Too niche.
The reason people are not happy with vampire right now is it is not fun to play as on the PTS. You can get it to work, and get some high numbers on a target dummy, but its not viable in practice to suffer through a debuff like that. There is also the issue with Tanks and Healers being unable to even really take advantage of the skill line due to how its set up on the PTS. Like for example if a tank wanted to get the damage reduction passive they need to be at stage 3 vampirisim which gives them 15% increased costs to everything. A lot of good tanks I know run block cost reduction enchantments due to the fact its already a pain in the rear to manage resources as it is ((made even worse by a group that doesn't use orbs and other synergies)). They don't have a whole lot of flexibility to find ways around that cost increase like a damage dealer would be able to.
I think if anything to balance it out they should remove the increase cost to all ability and either increase the fire and damage abilities to them further up to maybe 35% like dawnbreaker and decrease the cost reduction to vamp abilities that way you still have to commit to the risk reward of being a vamp and it still ends up being more severe then old vampire but not completely useless outside of RP or some group running a bunch of sustain synergies (which btw promotes more ball groups that lag the server and decrease performance)
darthgummibear_ESO wrote: »darthgummibear_ESO wrote: »They dont want vampire to be used for its passives like it was before. The point of the changes is to make vampire usable on its own. The new vampire way wont be for everyone to just automatically have it on magicka characters. You would only get it if you wanted to use those skills. I tested it a bit today using my magblade vampire and only 1 non-vampire skill (soul siphon) and had a good time and no resource issues even at stage 4.
And what if you are stamina?
Then maybe you shouldn't be a vampire. Just like werewolf doesn't have synergy with a magicka build.
I've been playing that kind of vampire since daggerfall in the 90's. If zos is saying I can't do that anymore I should just uninstall the game and go back to playing skyrim.
I most certainly can.Then you should go back to play Skyrim... This is an MMO, not a single player game. To all Elder Scrolls players, you can't be the "master of everything" in an MMO.
Speak for yourself sir.It's always annoying when people said "In Skyrim I can do this or that, etc". Yeah you can surely be the best player in a single player game... Not gonna happen here...